The Breath of Shu
Aspect: Air
Divinity: 12
Known Primals: Djinn
Known Guardian: Queen of the Winds
Defining Ability: Grace of Shu
Common Materials: Air Silk, Feathersteel
The Breath of Shu was uttered in the wake of the most vicious epoch of the godswar that has ever been fought, before or since. The Great Cycle shook, and nearly fell.
The Elemental Weapons were employed, the great hearts of Air, Fire, Earth, and Water. The damage they caused cracked the cycle, and woke the gods to their madness. And so they departed.
But the elemental weapons were left, and one, the Tempest, the wrath of the sky, ran amuck. The world's surface became a ruined place, as lightning hunted anything that moved.
Shu found the tempest's control matrix, and used his breath to seal it within the Celestial Mountain, somewhere within the Cycle. So long as his breath holds the winds are constrained, and the world safe.
To honor this duty he appointed the people of the sky, who watch over the mountain.
Known Primals
All primals become Djinn, the lightning people. The Djinn can take two forms, native electricity, where they dwell within a magical material, usually a blade created by their father.
If required, the Djinn can take the flesh. They become a mortal, who's hair is lightning, and who are born from the storm. All Djinn are taught to fight, and many are fearsome swordsmasters, and incredible mages.
The Guardian
The Queen of the Winds is appointed by the People fo the Sky each generation, whenever an old queen dies. The queen contain's shu's power. She holds the breath of shu, and can release the power of the tempest, or the lightning people if ever required to do so.
Defining Ability
Grace of Shu
Effect: +1 Agility, + 1 Dodge, +1 Initiative
Duration: Permanent
Uses: NA
Description: The warrior gains the Grace of Shu, and is literally buoyed by the storm. They float upon the winds, which thrust them out of of the way when threatened, or aid them in completing tasks requiring dexterity or agility. Those who bear the Grace flow with the winds, faster, and lighter than those around them.
Common Materials
There are a number of available magical materials in and around the Celestial Mountain, but the two most accessible and most commonly sought are air silk and feathersteel, detailed below.
Air Silk
Effect: Garments forged from air silk are springy and difficult to cut. They provide 2 additional armor, and are sometimes worked into a tabard over regular armor.
Description: Air silk comes from sky worms, which absorb magic from the tempest. They spin their cocoons upon the upper slopes of the celestial mountain, and the silk is then dyed and spun.
Feathersteel
Effect: Weapons forged from true feathersteel gain 2 accuracy. All items are half weight, making heavier armors much more viable.
Description: Feathersteel is forged from air iron, which comes from deposits upon the slops of the celestial mountain that have gathered magic from the tempest for millennia.
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